Difference between revisions of "FBGM Tactics"

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== General Idea ==
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The basic concept of [[FBGM]] DoA tactics is to be fun and challenging for experienced players while being safe in a casual environment.
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The main characteristics are jumps ([[EE]], [[Recall]] or [[HoS]]) on every player and [[EoE]] on the [[Seeder]] which allows the [[Caller]] to bring [[Wandering Eye]].
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== Tactics specific to FBGM Tactics ==
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* Pushing in 4th room, [[TT]] pulls the 1st wave and team spikes while running to the far corner.
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* [[TK]] Takes 1st Snake, [[Caller]] takes 2nd.
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* [[Caller]] must interrupt the [[Black Beast]]'s touch of Aaargh since [[IaU]] doesn't bring [[YMLaD]].
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* At the end of wall in city, [[MLK]] stays and provides a [[HoS]] target to the [[TT]].
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* [[EoE]] is placed in the middle of city, in range of both spikes.
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* [[IaU]] does the last left wave of 360 so that [[MT]] can be ready at the Ranger lord door.
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* [[TT]] and [[MLK]] should pop and kill Gloom trench if possible, even if late for 6-0, in which case [[Seeder]] and [[Emo]] will kill the front tendril.
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* At the start of Gloom everyone should jump up the hill, so that [[MT]] can pull the spirits towards the gate as a [[DC]] target for the [[TT]]
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=== Pros ===
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* Potentially very fast
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* Fun and challenging for everyone
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=== Cons ===
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* No [[Arcane Echo]] on [[Seeder]] requires good [[Seed of Life]] timing
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* [[MLK]] build
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== Overview ==
 
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{| class="wikitable"
 
! Legend:
 
! Legend:

Revision as of 23:30, 12 August 2016

General Idea

The basic concept of FBGM DoA tactics is to be fun and challenging for experienced players while being safe in a casual environment.

The main characteristics are jumps (EE, Recall or HoS) on every player and Edge of Extinction on the Seeder which allows the Caller to bring Wandering Eye.

Tactics specific to FBGM Tactics

  • Pushing in 4th room, Trench Tank pulls the 1st wave and team spikes while running to the far corner.
  • TK Takes 1st Snake, Caller takes 2nd.
  • Caller must interrupt the The Black Beast of Arrgh's touch of Aaargh since IaU doesn't bring YMLaD.
  • At the end of wall in city, MLK stays and provides a HoS target to the Trench Tank.
  • Edge of Extinction is placed in the middle of city, in range of both spikes.
  • IaU does the last left wave of 360 so that MT can be ready at the Ranger lord door.
  • Trench Tank and MLK should pop and kill Gloom trench if possible, even if late for 6-0, in which case Seeder and Emo will kill the front tendril.
  • At the start of Gloom everyone should jump up the hill, so that MT can pull the spirits towards the gate as a DC target for the Trench Tank

Pros

  • Potentially very fast
  • Fun and challenging for everyone

Cons

Overview

Legend: shared job TT MT VoR TK IaU MLK UA Emo
General Equipment Optional: Infiltrator's set for Gloom Cave low HP armor for Jadoth triple sup runes (illusion for Wandering Eye) triple sup runes (illusion for Wandering Eye); bow for ele lord bow for derv lord
Foundry Empathy or Backfire enemies outside the ball use Spirit Bond to cover bonds while dream riders are alive
zone in take quest EE snake, take quest take quest EE snake, take quest bond yourself first
1st room place EoE, PI a rage bond monk and spikers
2nd room any mesmer can pop a ghastly - use Mistrust on the dream riders PI tortureweb dryders bond MT with prot and life
3rd room do NOT aggro the titans - ball the dryders and dream rider run to grab all the titan groups without aggroing the dryders and dream rider if you have a ghastly up, make sure it aggro's the second wave of titans so it dies and doesn't follow you into 4th room EoE in range of where the titans will be balled; PI a dryder if it's out of the ball; wait at the door stand with the spikers on the first group, and then stand at the door - bond the TT with prot and life
4th room push! tank/ball all waves wall for 2nd wave focus dream rider use EoE in corner for 2nd wave
5th room entry rush left, take quest rush to aggro centre take quest and go left rush right - do NOT take quest
snakes take Captain pull groups out of the way take General take Silzesh rush ahead, get EEd ping for Captain ping for snakes and seed keep snakes alive
Black Beast hold centre in emo's range YMLaD the Black Beast on Touch right wall block the Black Beast's group use EoE in range of Black Beast and Fury; seed heal IaU
The Fury clear chest stand in QZ and maintain seed
City
Outside first spike ball run past during the spike Backfire the first su before spiking EoE in range of the first su; directly seed the tank bond yourself, MT, monk, and spikers
wall dagger enemies ball VoR and Unnatural on manks Unnatural and ESurge on manks Backfire and Unnatural on sus PI on each su bond TT
second spike wait with MLK to HoS through wall spike finish last mank with Empathy, and give TT a HoS target EoE; seed the emo
Inside spike right side, and then left let the MT recall you; place EoE in range of both balls; EE down to the emo; accept quest reward stand at the bottom, in range of both tanks
Veil SoA and seed emo on every spike
Jadoth Dash to 360, use cupcake, and pull first wave to glitch spot for MLK use low health set and ball Jadoth skip Jadoth, take 360 quest, go to glitch spot, and kill first wave with Wastrel's keep enchants on the emo, place EoE, and PI Jadoth
360 pull left hill on all waves; pull all hills on 2nd wave if MT isn't there yet; pull middle and right hills on 6th wave pull middle and right hills on all waves; 2nd wave put SoH on middle hill; 3rd wave put SoH on right hill; skip 6th wave pre-cast Wandering Eye spike 5th wave from above and pull left hill on 6th wave Wastrel's mobs before they come in EoE (re-place halfway through 360) wall
Underlords Recall MLK; pull derv lord Recall emo; pull ranger lord; take quest kill ranger lord bow and kill derv lord kill derv lord seed when MT takes damage; PI ranger lord maintain MT's range
trenches pop monk trench turtle go to glitch spot; kill monk trench EoE on hill in range of turtle and clover turtle (step out to wall)
Lords pull out monk lord and attack it with a spear pull clover; pull necro lord spike clover; ele lord patrol; kill necro lord spike clover; skip ele lord patrol; solo ele lord spike clover; ele lord patrol; kill necro lord kill monk lord wall clover; wall ele lord patrol
tendrils 6-0 get to gloom - pop trench if you have time, or go back way if monk lord was late to die take quest, stand on TK for PI, and pull groups in kill front left tendril Recall emo, kill upper back tendrils with MT, and Recall out kill lower back tendrils with a gaki and pull groups in kill front right tendril kill front right tendril with emo if MLK is not there; seed emo when back tendrils die; EoE re-bond everyone - give IaU life bond; maintain range; wall
Gloom
Cave cave/gloom trench HoS up off a stone DC on gloom patrol spike gloom patrol Goltway if trench is not popped spike gloom patrol check if MT has emo's LB before you seed
1st group HoS up; SoH, pull spirits to NPCs jump up and go with emo - first to arrive should trigger the group before jumping up EE up and run to catch earths
first earth spawn Recall emo spike earths; kill enemies outside cave tank earths
second earth spawn ball earth, flesh, and heart spike MT's ball EoE in range of cave spike run to rift
remaining spawns ball everything run to rift spike TT's ball run to rift
Rift take quest, Recall trick, quest run move enemies off rift; Recall out; cap Recall trick pre-trigger Deathbringer PI claw and get hit by slash; cap get hit by claw so it dies; cap
Deathbringer take quest and reward DC in and tank spike EoE bond spikers
Darkness pull Darknesses; wall left earth tormentors only even damage on second wave EoE; seed earth tormentors wall right earth tormentors